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[Implemented] "Overkill" Instanced boss attribute


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#1 Neon

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Posted 29 May 2013 - 20:42

Okay this idea strikes me as a reason to have damage dealers in a group for an instance.

 

Basically right now you can complete a standard instance (it will be slow of course) with just a tank/semi-tank and a healer or two.

 

The Idea: Bosses inside an instance will go into "Overkill" once a certain amount of time has passed, and they have not been killed. For example:

 

Garai coliseum "first boss" a tank and a healer are 'duoing' the instance, it will take them approx 15 minutes to kill the boss. "Overkill" Kicks in after 10 minutes and the boss has it damage and haste/movement speed doubled. This will result in the squad wiping as it out damages the tank to the point where the healer can't cope.

 

This idea will now force, grouped instances to actually require a group of the standard/semi-standard builds. Of course as the player levels they will be able to wipe the bosses faster and still solo/smaller groups.

 

These instances were meant for players of all classes to play a part, and are meant to be completed within groups (hence the grouping systems).

 

The bosses would of course resetand not stay in "Overkill" if a group "wipes".

 

/Just want to note I'm not basing this idea of a biased opinion of when the games goes live, wanting to be a "damage dealer" but basing it off the fact groups will actually require damage in an instance for reasons other than speed.


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#2 ernzor

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Posted 29 May 2013 - 20:52

I like it, am all for making group instances more of a group instance


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#3 joeyfox

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Posted 29 May 2013 - 21:49

I think this is a good idea as well :)


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